I just can not figure this out. baking high to low..
WHAT IS THIS COLOR, WHAT HAVE I DONE, I've adjusted and lined up this model over and over and no matter what everything bakes perfectly EXCEPT that area. NO overlapping UVs, Idk whats going on. Its driving me nuts!

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I am just using blender for the bake. I usually use SD, but I do not know how to bake two different maps at the same time with SD, using different materials for top/bottom since putting it all on one map wasted a ton of space vs two smaller maps
I read that it might have something to do with flipping the high poly normals? I am lost. I will try this next
You might want to set your bias and distance higher, from what I see there is some overlapping geometry, so you might have a hard time baking it.
The results I am getting don't look like what happens when theres overlapping geometry. Looks like flipped normals, but all my normals are aligned correctly -.-
MIght just paint it in PS at this point LOL
BLENDER JUST CANT HANDLE BAKING!
Tossed it into SD and tweaked the settings, set up materials.. and got results that weren't totally borked. Nothing was wrong with my high poly or my low, Blender was just having issues I guess. Ah well, Thank you all for the help.
Never ever do this. That isn't how normal maps work. The problem is that you are trying to bake geometry that is overlapping.
You should tweak your high and lowpoly so that overlapping problem doesn't exist. The fold is not natural anyway because it is to heavy for a resting pose.
Your other option is to separate the mesh along that fold and create a UV split there along with a hard edge then bake and recombine leaving that hard edge and split there. This will let the projection not see those back faces.
Other general tips is to make sure you are baking with a cage and use xnormal.